create_attribute_set_blueprint
Create an empty UAttributeSet Blueprint at a package path, compiled and saved for GAS attributes. Returns existing assets untouched or errors on class mismatch; refused during PIE.
Instructions
Create an empty Blueprint parented to UAttributeSet at package_path/name, compile and save it; returns asset_path and is_attribute_set. An AttributeSet Blueprint already there is returned untouched (created false, already_existed true); a Blueprint of another class there is an error. To add attributes use add_attribute_to_set, or create_attribute_set_asset in one call. Refused during PIE.
Returns: { name: string, asset_path: string, parent_class: string, generated_class: string, is_attribute_set: bool, already_existed: bool, created: bool }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| name | Yes | Asset name without a path, e.g. "AS_Character". | |
| force | No | Optional. This command is REFUSED while a Play-in-Editor session is running: it either compiles a Blueprint (the reinstancer can retain a world, and CheckForWorldGCLeaks is Fatal -- it KILLS the editor) or writes to disk (Editor.AllowSavingAssetsDuringPIE=0 makes the engine refuse the write, so it would report success without writing a byte). Stop PIE and retry instead; force=true runs it anyway, at your own risk. | |
| package_path | No | Content folder for the new asset, e.g. "/Game/GAS/Attributes"; defaults to /Game/Blueprints. |